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Thread: Issue with DialogBox Object

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    Clicker Fusion 2.5 DeveloperiOS Export Module

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    Issue with DialogBox Object

    So I decided to experiment with HWA on my game to enjoy its extra features. The game runs in fullscreen mode with Change Resolution Mode enabled. The issue (and I knew this going into the attempt) is that the DialogBox Object no longer works properly, and this object is ubiquitous throughout my game (which has more than 150 frames so far). I use it as a pause menu, giving the player options to unpause, load a saved game, or go back to the main menu. At the moment, the object works correctly about 50% of the time, but the rest of the time it doesn't get rendered.

    If there's no way to make the DialogBox Object behave correctly in this environment, can anyone think of another object that might do the trick without fuss? I'm not that picky about how different the interface would be from DialogBox, just as long as it's still able to suspend all game activity and offer the player those three options (I already tried Active System Box, but it fails the first criterion).

  2. #2
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    Try a small Sub-application in Modal mode. This will stop everything in the game so you can load, save, and other things like that/

    Marv
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    Clicker Fusion 2.5 DeveloperiOS Export Module

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    I've never used Sub-Applications before, and I'm having a hard time understanding how they work. I can't make it do anything. How do I make it pop up?
    Also, Sub-Applications only work properly in HWA if you select Display as Sprite, which disables the use of Modal.

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    Quote Originally Posted by fawfulfan View Post
    I've never used Sub-Applications before, and I'm having a hard time understanding how they work. I can't make it do anything. How do I make it pop up?
    Also, Sub-Applications only work properly in HWA if you select Display as Sprite, which disables the use of Modal.
    Sorry, I didn't know Display as Sprite disabled the use of Modal. However, there is a Sub-application example on my website at:

    http://www.castles-of-britain.com/mmf2examplespage4.htm

    To counter the disabled Modal, put your entire code in a group. Disable = pop up sub-application. Enable group = hide sub-application.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Clicker Fusion 2.5 DeveloperiOS Export Module

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    You mean put the entire frame code in a group? I don't think that would do the trick...there's still tons of hardcoded movements and behaviors that wouldn't stop.

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    Ok.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Clicker Fusion 2.5 DeveloperiOS Export Module

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    Actually, one more thing...how do you change the dimensions of a sub-application object? When I change frames, and one frame has different dimensions, the dimensions don't seem to change on their own.

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    I think the best thing to do is try and use one size of sub-application that is sized to fit all the frames. Can that be done? Or would this look like doo-doo?

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Just one more thing: I don't suppose it's possible to manually change the system resolution from within my game via some sort of object, is it?

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    It is, but it is a VERY bad idea to do that. People really hate it when games change their resolution because it messes up desktop icons and maximized windows.
    Working as fast as I can on Fusion 3

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